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Circle of the Beastmaker

Some druids study the secrets of blood. Beastmakers can be recognized by their eyes — dark pupils in the center of swirling pools of blood. They slip through society when need be with carefully drawn hoods, so as not to be recognized in hostile territory. To be a beastmaker is to be drawn into the lure of the titan’s power. Many have gone mad or died for the power the blood contains.

Only the most skilled can use the blood, and woe be unto those who foolishly try to master it.

Blood Frenzy

When you choose this circle at 2nd level, you gain the ability to heat your blood to the boiling point, entering a murderous frenzy and gaining monstrous strength and durability. While in this state, you lose all sense of self-preservation, caring only to rip enemies asunder.

On your turn you can enter a frenzy as a bonus action. While frenzied you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws
  • You have resistance to bludgeoning, piercing, and slashing damage

Your frenzy lasts for one minute. It ends early if you are knocked unconscious. You may enter a frenzy a number of times per long rest equal to your Wisdom modifier (minimum one).

Poison Blood

When you choose this circle at 2nd level, your blood is thoroughly infused with the blood. You become immune to the poisoned condition and gain resistance to poison damage.

Twisted Summoning

Starting at 6th level, when you enter frenzy, you may cast the spell conjure animals without the need for spell components. This does not expend a spell slot. You do not need to maintain concentration on this spell while your frenzy lasts, but when the frenzy ends you must succeed on a DC 15 Constitution check in order to assume concentration on the spell. If this check fails, the spell ends.

Imbue Creature

At 10th level, you gain the ability to spontaneously transform animals summoned when using the conjure animals spell. Summoned creatures may gain one of the following special traits for the duration of the spell:

  • Fangs: The summoned animal(s) sprout fangs. These grant the creature an extra attack when they take the attack action. This bite attack deals 1d4 + Strength modifier piercing damage
  • Seaworthy: The creature gains the ability to breathe water as if it were air and gains a swim speed equal to its movement speed.
  • Flight: The creature gains a flight speed equal to its movement speed.
  • Natural Armor: The creature(s) gains a +1 to AC from natural armor
  • Magic Resistance: The creature has advantage on saving throws against spells and other magic effects

Maker Mastery

At 14th level, your ability to spontaneously transform the animals you summon using the conjure animals spell grows more powerful. Creatures you summon may now gain two special traits for the duration of the spell. In addition, when you cast conjure animals, you grow claws and fangs for the duration of the spell. These are natural weapons with which you are proficient. Your bite attack deals 1d4 + Strength modifier piercing damage and your claw attack deals 1d6 + Strength modifier slashing damage.

Section 15: Copyright Notice

Blood Sea: The Crimson Abyss 5e. © 2019 Onyx Path